using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityPhysics { [TaskCategory("Basic/Physics")] [TaskDescription("Casts a sphere against all colliders in the scene. Returns success if a collider was hit.")] [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=117")] public class SphereCast : Action { [Tooltip("Starts the spherecast at the GameObject's position. If null the originPosition will be used")] public SharedGameObject originGameObject; [Tooltip("Starts the sherecast at the position. Only used if originGameObject is null")] public SharedVector3 originPosition; [Tooltip("The radius of the spherecast")] public SharedFloat radius; [Tooltip("The direction of the spherecast")] public SharedVector3 direction; [Tooltip("The length of the spherecast. Set to -1 for infinity")] public SharedFloat distance = -1; [Tooltip("Selectively ignore colliders")] public LayerMask layerMask = -1; [Tooltip("Use world or local space. The direction is in world space if no GameObject is specified")] public Space space = Space.Self; [SharedRequired] [Tooltip("Stores the hit object of the spherecast")] public SharedGameObject storeHitObject; [SharedRequired] [Tooltip("Stores the hit point of the spherecast")] public SharedVector3 storeHitPoint; [SharedRequired] [Tooltip("Stores the hit normal of the spherecast")] public SharedVector3 storeHitNormal; [SharedRequired] [Tooltip("Stores the hit distance of the spherecast")] public SharedFloat storeHitDistance; public override TaskStatus OnUpdate() { Vector3 position; Vector3 dir = direction.Value; if (originGameObject.Value != null) { position = originGameObject.Value.transform.position; if (space == Space.Self) { dir = originGameObject.Value.transform.TransformDirection(direction.Value); } } else { position = originPosition.Value; } RaycastHit hit; if (Physics.SphereCast(position, radius.Value, dir, out hit, distance.Value == -1 ? Mathf.Infinity : distance.Value, layerMask)) { storeHitObject.Value = hit.collider.gameObject; storeHitPoint.Value = hit.point; storeHitNormal.Value = hit.normal; storeHitDistance.Value = hit.distance; return TaskStatus.Success; } return TaskStatus.Failure; } public override void OnReset() { originGameObject = null; originPosition = Vector3.zero; radius = 0; direction = Vector3.zero; distance = -1; layerMask = -1; space = Space.Self; } } }